Updated weapon logic. Fixed player CheckMove logic.
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@@ -210,6 +210,22 @@ public sealed class AudioManager
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_playerGunPool2.Add(BulletKind.ProtonMedium, new VariantSoundPool(protonMediumVariants, voicesPerVariant: 1, rng: _random));
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_playerGunPool2.Add(BulletKind.ProtonLarge, new VariantSoundPool(protonLargeVariants, voicesPerVariant: 1, rng: _random));
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_enemyGunPool2.Add(BulletKind.MinigunSmall, new VariantSoundPool(minigunSmallVariants, voicesPerVariant: 1, rng: _random));
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//_enemyGunPool2.Add(BulletKind.MinigunMedium, new VariantSoundPool(minigunLargeVariants, voicesPerVariant: 1, rng: _random));
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_enemyGunPool2.Add(BulletKind.MinigunLarge, new VariantSoundPool(minigunLargeVariants, voicesPerVariant: 1, rng: _random));
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_enemyGunPool2.Add(BulletKind.LaserSmall, new VariantSoundPool(laserSmallVariants, voicesPerVariant: 1, rng: _random));
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_enemyGunPool2.Add(BulletKind.LaserMedium, new VariantSoundPool(laserMediumVariants, voicesPerVariant: 1, rng: _random));
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_enemyGunPool2.Add(BulletKind.LaserLarge, new VariantSoundPool(laserLargeVariants, voicesPerVariant: 1, rng: _random));
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_enemyGunPool2.Add(BulletKind.PlasmaSmall, new VariantSoundPool(plasmaSmallVariants, voicesPerVariant: 1, rng: _random));
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_enemyGunPool2.Add(BulletKind.PlasmaMedium, new VariantSoundPool(plasmaMediumVariants, voicesPerVariant: 1, rng: _random));
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_enemyGunPool2.Add(BulletKind.PlasmaLarge, new VariantSoundPool(plasmaLargeVariants, voicesPerVariant: 1, rng: _random));
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_enemyGunPool2.Add(BulletKind.ProtonSmall, new VariantSoundPool(protonSmallVariants, voicesPerVariant: 1, rng: _random));
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_enemyGunPool2.Add(BulletKind.ProtonMedium, new VariantSoundPool(protonMediumVariants, voicesPerVariant: 1, rng: _random));
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_enemyGunPool2.Add(BulletKind.ProtonLarge, new VariantSoundPool(protonLargeVariants, voicesPerVariant: 1, rng: _random));
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}
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private void LoadEnemyGunPool(ContentManager content)
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@@ -392,6 +408,25 @@ public sealed class AudioManager
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);
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}
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public void PlayEnemyFire(BulletKind bulletKind)
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{
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if (!_enemyGunLimiter.TryConsume())
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return;
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if (_enemyGunPool2.TryGetValue(bulletKind, out VariantSoundPool soundPool) == false)
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return;
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// Bullet sounds should be short + quiet-ish
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float baseVol = 0.28f;
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float vol = baseVol * RandRange(0.90f, 1.05f);
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float pitch = RandRange(-0.07f, 0.07f);
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soundPool.Play(
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volume: Clamp01(MasterVolume * SfxVolume * vol),
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pitch: pitch
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);
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}
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public void PlayImpact()
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{
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if (!_impactLimiter.TryConsume()) return;
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